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<div class="header">
  <div class="summary">
<a href="#pub-types">Public Types</a> &#124;
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-static-methods">Static Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="#pro-attribs">Protected Attributes</a> &#124;
<a href="#properties">Properties</a> &#124;
<a href="class_u_i_draw_call-members.html">List of all members</a>  </div>
  <div class="headertitle">
<div class="title">UIDrawCall Class Reference</div>  </div>
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<p>This is an internally-created script used by the UI system. You shouldn't be attaching it manually.  
 <a href="class_u_i_draw_call.html#details">More...</a></p>
<div class="dynheader">
Inheritance diagram for UIDrawCall:</div>
<div class="dyncontent">
 <div class="center">
  <img src="class_u_i_draw_call.png" usemap="#UIDrawCall_map" alt=""/>
  <map id="UIDrawCall_map" name="UIDrawCall_map">
</map>
 </div></div>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-types"></a>
Public Types</h2></td></tr>
<tr class="memitem:a367a5060b3e4bff00d9641be4d79939f"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a367a5060b3e4bff00d9641be4d79939f"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><b>Clipping</b> : int { <b>None</b> = 0, 
<b>TextureMask</b> = 1, 
<b>SoftClip</b> = 3, 
<b>ConstrainButDontClip</b> = 4
 }</td></tr>
<tr class="separator:a367a5060b3e4bff00d9641be4d79939f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a92d375359092ec5c231708a247f913c0"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a92d375359092ec5c231708a247f913c0"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><b>ShadowMode</b> { <b>None</b>, 
<b>Receive</b>, 
<b>CastAndReceive</b>
 }</td></tr>
<tr class="separator:a92d375359092ec5c231708a247f913c0"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a296870f2a357b4ecf322cd7133042e93"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a296870f2a357b4ecf322cd7133042e93"></a>
delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>OnRenderCallback</b> (Material mat)</td></tr>
<tr class="separator:a296870f2a357b4ecf322cd7133042e93"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2527e42dcebcc4acda7d9b71b10c84e2"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a2527e42dcebcc4acda7d9b71b10c84e2"></a>
delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>OnCreateDrawCall</b> (<a class="el" href="class_u_i_draw_call.html">UIDrawCall</a> dc, MeshFilter filter, MeshRenderer ren)</td></tr>
<tr class="separator:a2527e42dcebcc4acda7d9b71b10c84e2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad800aad671bba9c60e12e47c6172903c"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#ad800aad671bba9c60e12e47c6172903c">UpdateGeometry</a> (int widgetCount)</td></tr>
<tr class="memdesc:ad800aad671bba9c60e12e47c6172903c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the draw call's geometry.  <a href="#ad800aad671bba9c60e12e47c6172903c">More...</a><br /></td></tr>
<tr class="separator:ad800aad671bba9c60e12e47c6172903c"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-methods"></a>
Static Public Member Functions</h2></td></tr>
<tr class="memitem:afaa908b5764368d810b8e93d7d77c44a"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_draw_call.html">UIDrawCall</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#afaa908b5764368d810b8e93d7d77c44a">Create</a> (<a class="el" href="class_u_i_panel.html">UIPanel</a> panel, Material mat, Texture tex, Shader <a class="el" href="class_u_i_draw_call.html#a6e4a3c4d5b79c53e9553213162e2120b">shader</a>)</td></tr>
<tr class="memdesc:afaa908b5764368d810b8e93d7d77c44a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return an existing draw call.  <a href="#afaa908b5764368d810b8e93d7d77c44a">More...</a><br /></td></tr>
<tr class="separator:afaa908b5764368d810b8e93d7d77c44a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a46f264922cf97837c59916f2d2e7f0a7"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a46f264922cf97837c59916f2d2e7f0a7">ClearAll</a> ()</td></tr>
<tr class="memdesc:a46f264922cf97837c59916f2d2e7f0a7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Clear all draw calls.  <a href="#a46f264922cf97837c59916f2d2e7f0a7">More...</a><br /></td></tr>
<tr class="separator:a46f264922cf97837c59916f2d2e7f0a7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aea8901913b5156f63b67f0f5e1608296"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#aea8901913b5156f63b67f0f5e1608296">ReleaseAll</a> ()</td></tr>
<tr class="memdesc:aea8901913b5156f63b67f0f5e1608296"><td class="mdescLeft">&#160;</td><td class="mdescRight">Immediately destroy all draw calls.  <a href="#aea8901913b5156f63b67f0f5e1608296">More...</a><br /></td></tr>
<tr class="separator:aea8901913b5156f63b67f0f5e1608296"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab88a1e73abf4c06ed92b86a618bb0d3e"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#ab88a1e73abf4c06ed92b86a618bb0d3e">ReleaseInactive</a> ()</td></tr>
<tr class="memdesc:ab88a1e73abf4c06ed92b86a618bb0d3e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Immediately destroy all inactive draw calls (draw calls that have been recycled and are waiting to be re-used).  <a href="#ab88a1e73abf4c06ed92b86a618bb0d3e">More...</a><br /></td></tr>
<tr class="separator:ab88a1e73abf4c06ed92b86a618bb0d3e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1eaad8afc6ebc9a96368adb7425aab5f"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a1eaad8afc6ebc9a96368adb7425aab5f">Count</a> (<a class="el" href="class_u_i_panel.html">UIPanel</a> panel)</td></tr>
<tr class="memdesc:a1eaad8afc6ebc9a96368adb7425aab5f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Count all draw calls managed by the specified panel.  <a href="#a1eaad8afc6ebc9a96368adb7425aab5f">More...</a><br /></td></tr>
<tr class="separator:a1eaad8afc6ebc9a96368adb7425aab5f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acef75c2e8f3b59a9163edc7e753a1437"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#acef75c2e8f3b59a9163edc7e753a1437">Destroy</a> (<a class="el" href="class_u_i_draw_call.html">UIDrawCall</a> dc)</td></tr>
<tr class="memdesc:acef75c2e8f3b59a9163edc7e753a1437"><td class="mdescLeft">&#160;</td><td class="mdescRight">Destroy the specified draw call.  <a href="#acef75c2e8f3b59a9163edc7e753a1437">More...</a><br /></td></tr>
<tr class="separator:acef75c2e8f3b59a9163edc7e753a1437"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2a4296d97d3bb02b5e22cd59ad8bafc9"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a2a4296d97d3bb02b5e22cd59ad8bafc9">MoveToScene</a> (UnityEngine.SceneManagement.Scene scene)</td></tr>
<tr class="memdesc:a2a4296d97d3bb02b5e22cd59ad8bafc9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Move all draw calls to the specified scene. <a href="http://www.tasharen.com/forum/index.php?topic=13965.0">http://www.tasharen.com/forum/index.php?topic=13965.0</a>  <a href="#a2a4296d97d3bb02b5e22cd59ad8bafc9">More...</a><br /></td></tr>
<tr class="separator:a2a4296d97d3bb02b5e22cd59ad8bafc9"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a38041b01e52330f0c662f0239f1e72c0"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a38041b01e52330f0c662f0239f1e72c0"></a>
int&#160;</td><td class="memItemRight" valign="bottom"><b>widgetCount</b> = 0</td></tr>
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<tr class="memitem:a94d28637cf0cdad3231142938a930879"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a94d28637cf0cdad3231142938a930879"></a>
int&#160;</td><td class="memItemRight" valign="bottom"><b>depthStart</b> = int.MaxValue</td></tr>
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<tr class="memitem:aefcfc640629422b1a985bd3891a2e64e"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aefcfc640629422b1a985bd3891a2e64e"></a>
int&#160;</td><td class="memItemRight" valign="bottom"><b>depthEnd</b> = int.MinValue</td></tr>
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<tr class="memitem:a0eb76ca00cfe7a6a736492127c4f5110"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a0eb76ca00cfe7a6a736492127c4f5110"></a>
<a class="el" href="class_u_i_panel.html">UIPanel</a>&#160;</td><td class="memItemRight" valign="bottom"><b>manager</b></td></tr>
<tr class="separator:a0eb76ca00cfe7a6a736492127c4f5110"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5a6c6546a99a653ec87d03aa8a578d1a"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a5a6c6546a99a653ec87d03aa8a578d1a"></a>
<a class="el" href="class_u_i_panel.html">UIPanel</a>&#160;</td><td class="memItemRight" valign="bottom"><b>panel</b></td></tr>
<tr class="separator:a5a6c6546a99a653ec87d03aa8a578d1a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adf7d088ebc2afde75d94477f82acb499"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="adf7d088ebc2afde75d94477f82acb499"></a>
Texture2D&#160;</td><td class="memItemRight" valign="bottom"><b>clipTexture</b></td></tr>
<tr class="separator:adf7d088ebc2afde75d94477f82acb499"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adcdc55e3cf11c279663ce8c9a77214b2"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="adcdc55e3cf11c279663ce8c9a77214b2"></a>
bool&#160;</td><td class="memItemRight" valign="bottom"><b>alwaysOnScreen</b> = false</td></tr>
<tr class="separator:adcdc55e3cf11c279663ce8c9a77214b2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae4fac28584c6fed1b20aacee9cc2499d"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ae4fac28584c6fed1b20aacee9cc2499d"></a>
List&lt; Vector3 &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>verts</b> = new List&lt;Vector3&gt;()</td></tr>
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<tr class="memitem:a8dccbdf6e5d3d7321d3cb216beeb635a"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a8dccbdf6e5d3d7321d3cb216beeb635a"></a>
List&lt; Vector3 &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>norms</b> = new List&lt;Vector3&gt;()</td></tr>
<tr class="separator:a8dccbdf6e5d3d7321d3cb216beeb635a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adfaa1515535768a87811f23550439823"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="adfaa1515535768a87811f23550439823"></a>
List&lt; Vector4 &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>tans</b> = new List&lt;Vector4&gt;()</td></tr>
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<tr class="memitem:ae2dd1d0e82f704b0183e523426c739dd"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ae2dd1d0e82f704b0183e523426c739dd"></a>
List&lt; Vector2 &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>uvs</b> = new List&lt;Vector2&gt;()</td></tr>
<tr class="separator:ae2dd1d0e82f704b0183e523426c739dd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a127e4443c8483804bf48778289eb3844"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a127e4443c8483804bf48778289eb3844"></a>
List&lt; Vector4 &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>uv2</b> = new List&lt;Vector4&gt;()</td></tr>
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<tr class="memitem:a9c33b011283f00437f22ed7e7bd4f819"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a9c33b011283f00437f22ed7e7bd4f819"></a>
List&lt; Color &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>cols</b> = new List&lt;Color&gt;()</td></tr>
<tr class="separator:a9c33b011283f00437f22ed7e7bd4f819"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6a18a6d78eb236d7b4086d360afa7f82"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a6a18a6d78eb236d7b4086d360afa7f82">isDirty</a> = false</td></tr>
<tr class="memdesc:a6a18a6d78eb236d7b4086d360afa7f82"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the draw call has changed recently.  <a href="#a6a18a6d78eb236d7b4086d360afa7f82">More...</a><br /></td></tr>
<tr class="separator:a6a18a6d78eb236d7b4086d360afa7f82"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a79d35fea79ddc1d809a7ba1a315c1e56"><td class="memItemLeft" align="right" valign="top">OnRenderCallback&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a79d35fea79ddc1d809a7ba1a315c1e56">onRender</a></td></tr>
<tr class="memdesc:a79d35fea79ddc1d809a7ba1a315c1e56"><td class="mdescLeft">&#160;</td><td class="mdescRight">Callback that will be triggered at OnWillRenderObject() time.  <a href="#a79d35fea79ddc1d809a7ba1a315c1e56">More...</a><br /></td></tr>
<tr class="separator:a79d35fea79ddc1d809a7ba1a315c1e56"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a31ede0511a8143191f0d497acab85d90"><td class="memItemLeft" align="right" valign="top">OnCreateDrawCall&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a31ede0511a8143191f0d497acab85d90">onCreateDrawCall</a></td></tr>
<tr class="memdesc:a31ede0511a8143191f0d497acab85d90"><td class="mdescLeft">&#160;</td><td class="mdescRight">Callback that will be triggered when a new draw call gets created.  <a href="#a31ede0511a8143191f0d497acab85d90">More...</a><br /></td></tr>
<tr class="separator:a31ede0511a8143191f0d497acab85d90"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pro-attribs"></a>
Protected Attributes</h2></td></tr>
<tr class="memitem:abe42f420a743d5bd9f2187ec17dac3b0"><td class="memItemLeft" align="right" valign="top">MaterialPropertyBlock&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#abe42f420a743d5bd9f2187ec17dac3b0">mBlock</a></td></tr>
<tr class="memdesc:abe42f420a743d5bd9f2187ec17dac3b0"><td class="mdescLeft">&#160;</td><td class="mdescRight">This function is called when it's clear that the object will be rendered. We want to set the shader used by the material, creating a copy of the material in the process. We also want to update the material's properties before it's actually used.  <a href="#abe42f420a743d5bd9f2187ec17dac3b0">More...</a><br /></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:a97ff946a374571d0503bd053a26934a0"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a97ff946a374571d0503bd053a26934a0"></a>
static <a class="el" href="class_better_list.html">BetterList</a>&lt; <a class="el" href="class_u_i_draw_call.html">UIDrawCall</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>list</b><code> [get]</code></td></tr>
<tr class="separator:a97ff946a374571d0503bd053a26934a0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af2c6a587dc9d80c1d5428d9df49d4a72"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_better_list.html">BetterList</a>&lt; <a class="el" href="class_u_i_draw_call.html">UIDrawCall</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#af2c6a587dc9d80c1d5428d9df49d4a72">activeList</a><code> [get]</code></td></tr>
<tr class="memdesc:af2c6a587dc9d80c1d5428d9df49d4a72"><td class="mdescLeft">&#160;</td><td class="mdescRight">List of active draw calls.  <a href="#af2c6a587dc9d80c1d5428d9df49d4a72">More...</a><br /></td></tr>
<tr class="separator:af2c6a587dc9d80c1d5428d9df49d4a72"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af33dc77e7d35ea8c9315e00bf34a2ffc"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_better_list.html">BetterList</a>&lt; <a class="el" href="class_u_i_draw_call.html">UIDrawCall</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#af33dc77e7d35ea8c9315e00bf34a2ffc">inactiveList</a><code> [get]</code></td></tr>
<tr class="memdesc:af33dc77e7d35ea8c9315e00bf34a2ffc"><td class="mdescLeft">&#160;</td><td class="mdescRight">List of inactive draw calls. Only used at run-time in order to avoid object creation/destruction.  <a href="#af33dc77e7d35ea8c9315e00bf34a2ffc">More...</a><br /></td></tr>
<tr class="separator:af33dc77e7d35ea8c9315e00bf34a2ffc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a10a9988c8751d893b817d537416ae5e3"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a10a9988c8751d893b817d537416ae5e3">renderQueue</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a10a9988c8751d893b817d537416ae5e3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Render queue used by the draw call.  <a href="#a10a9988c8751d893b817d537416ae5e3">More...</a><br /></td></tr>
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<tr class="memitem:a20d5f491a4ac57dc4c56be85ffa35c9a"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a20d5f491a4ac57dc4c56be85ffa35c9a">sortingOrder</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a20d5f491a4ac57dc4c56be85ffa35c9a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Renderer's sorting order, to be used with Unity's 2D system.  <a href="#a20d5f491a4ac57dc4c56be85ffa35c9a">More...</a><br /></td></tr>
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<tr class="memitem:a7314418b51c5fe90b638114e10267f0d"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a7314418b51c5fe90b638114e10267f0d">sortingLayerName</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a7314418b51c5fe90b638114e10267f0d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Renderer's sorting layer name, used with the Unity's 2D system.  <a href="#a7314418b51c5fe90b638114e10267f0d">More...</a><br /></td></tr>
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<tr class="memitem:a0702e83552835070e24a2c87f00fd9ea"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a0702e83552835070e24a2c87f00fd9ea">finalRenderQueue</a><code> [get]</code></td></tr>
<tr class="memdesc:a0702e83552835070e24a2c87f00fd9ea"><td class="mdescLeft">&#160;</td><td class="mdescRight">Final render queue used to draw the draw call's geometry.  <a href="#a0702e83552835070e24a2c87f00fd9ea">More...</a><br /></td></tr>
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<tr class="memitem:a71f53ce17ce87c29f8b1b02aeaa87c37"><td class="memItemLeft" align="right" valign="top">Transform&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a71f53ce17ce87c29f8b1b02aeaa87c37">cachedTransform</a><code> [get]</code></td></tr>
<tr class="memdesc:a71f53ce17ce87c29f8b1b02aeaa87c37"><td class="mdescLeft">&#160;</td><td class="mdescRight">Transform is cached for speed and efficiency.  <a href="#a71f53ce17ce87c29f8b1b02aeaa87c37">More...</a><br /></td></tr>
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<tr class="memitem:abc46a272da8efc63662547f64bb812aa"><td class="memItemLeft" align="right" valign="top">Material&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#abc46a272da8efc63662547f64bb812aa">baseMaterial</a><code> [get, set]</code></td></tr>
<tr class="memdesc:abc46a272da8efc63662547f64bb812aa"><td class="mdescLeft">&#160;</td><td class="mdescRight">Material used by this screen.  <a href="#abc46a272da8efc63662547f64bb812aa">More...</a><br /></td></tr>
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<tr class="memitem:a6ea21de225f2237da0feeded3295ed82"><td class="memItemLeft" align="right" valign="top">Material&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a6ea21de225f2237da0feeded3295ed82">dynamicMaterial</a><code> [get]</code></td></tr>
<tr class="memdesc:a6ea21de225f2237da0feeded3295ed82"><td class="mdescLeft">&#160;</td><td class="mdescRight">Dynamically created material used by the draw call to actually draw the geometry.  <a href="#a6ea21de225f2237da0feeded3295ed82">More...</a><br /></td></tr>
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<tr class="memitem:a956696982ddd0d66e9e9bb6f1fa0e5e3"><td class="memItemLeft" align="right" valign="top">Texture&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a956696982ddd0d66e9e9bb6f1fa0e5e3">mainTexture</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a956696982ddd0d66e9e9bb6f1fa0e5e3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Texture used by the material.  <a href="#a956696982ddd0d66e9e9bb6f1fa0e5e3">More...</a><br /></td></tr>
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<tr class="memitem:a6e4a3c4d5b79c53e9553213162e2120b"><td class="memItemLeft" align="right" valign="top">Shader&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a6e4a3c4d5b79c53e9553213162e2120b">shader</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a6e4a3c4d5b79c53e9553213162e2120b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Shader used by the material.  <a href="#a6e4a3c4d5b79c53e9553213162e2120b">More...</a><br /></td></tr>
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<tr class="memitem:a977f92f4a6dac233f668cb7f42d32fb8"><td class="memItemLeft" align="right" valign="top">ShadowMode&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a977f92f4a6dac233f668cb7f42d32fb8">shadowMode</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a977f92f4a6dac233f668cb7f42d32fb8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Shadow casting method.  <a href="#a977f92f4a6dac233f668cb7f42d32fb8">More...</a><br /></td></tr>
<tr class="separator:a977f92f4a6dac233f668cb7f42d32fb8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a00313fe3e8ee2c69dd6992503f965d6f"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a00313fe3e8ee2c69dd6992503f965d6f">triangles</a><code> [get]</code></td></tr>
<tr class="memdesc:a00313fe3e8ee2c69dd6992503f965d6f"><td class="mdescLeft">&#160;</td><td class="mdescRight">The number of triangles in this draw call.  <a href="#a00313fe3e8ee2c69dd6992503f965d6f">More...</a><br /></td></tr>
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<tr class="memitem:a14fc82e31e13131ed1fe62130aa21d4b"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_draw_call.html#a14fc82e31e13131ed1fe62130aa21d4b">isClipped</a><code> [get]</code></td></tr>
<tr class="memdesc:a14fc82e31e13131ed1fe62130aa21d4b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the draw call is currently using a clipped shader.  <a href="#a14fc82e31e13131ed1fe62130aa21d4b">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>This is an internally-created script used by the UI system. You shouldn't be attaching it manually. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
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<p>Clear all draw calls. </p>

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          <td class="memname">static int UIDrawCall.Count </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_u_i_panel.html">UIPanel</a>&#160;</td>
          <td class="paramname"><em>panel</em></td><td>)</td>
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<p>Count all draw calls managed by the specified panel. </p>

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          <td>(</td>
          <td class="paramtype"><a class="el" href="class_u_i_panel.html">UIPanel</a>&#160;</td>
          <td class="paramname"><em>panel</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">Material&#160;</td>
          <td class="paramname"><em>mat</em>, </td>
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          <td class="paramkey"></td>
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          <td class="paramtype">Texture&#160;</td>
          <td class="paramname"><em>tex</em>, </td>
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          <td class="paramkey"></td>
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          <td class="paramtype">Shader&#160;</td>
          <td class="paramname"><em>shader</em>&#160;</td>
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          <td>)</td>
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<p>Return an existing draw call. </p>

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          <td class="memname">static void UIDrawCall.Destroy </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_u_i_draw_call.html">UIDrawCall</a>&#160;</td>
          <td class="paramname"><em>dc</em></td><td>)</td>
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<p>Destroy the specified draw call. </p>

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          <td class="memname">static void UIDrawCall.MoveToScene </td>
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          <td class="paramname"><em>scene</em></td><td>)</td>
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<p>Move all draw calls to the specified scene. <a href="http://www.tasharen.com/forum/index.php?topic=13965.0">http://www.tasharen.com/forum/index.php?topic=13965.0</a> </p>

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<p>Immediately destroy all draw calls. </p>

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<p>Immediately destroy all inactive draw calls (draw calls that have been recycled and are waiting to be re-used). </p>

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          <td class="memname">void UIDrawCall.UpdateGeometry </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>widgetCount</em></td><td>)</td>
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<p>Set the draw call's geometry. </p>

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<h2 class="groupheader">Member Data Documentation</h2>
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<p>Whether the draw call has changed recently. </p>

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<p>This function is called when it's clear that the object will be rendered. We want to set the shader used by the material, creating a copy of the material in the process. We also want to update the material's properties before it's actually used. </p>

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<p>Callback that will be triggered when a new draw call gets created. </p>

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<p>Callback that will be triggered at OnWillRenderObject() time. </p>

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<h2 class="groupheader">Property Documentation</h2>
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          <td class="memname"><a class="el" href="class_better_list.html">BetterList</a>&lt;<a class="el" href="class_u_i_draw_call.html">UIDrawCall</a>&gt; UIDrawCall.activeList</td>
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<p>List of active draw calls. </p>

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<p>Material used by this screen. </p>

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<p>Transform is cached for speed and efficiency. </p>

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<p>Dynamically created material used by the draw call to actually draw the geometry. </p>

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<p>Final render queue used to draw the draw call's geometry. </p>

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          <td class="memname"><a class="el" href="class_better_list.html">BetterList</a>&lt;<a class="el" href="class_u_i_draw_call.html">UIDrawCall</a>&gt; UIDrawCall.inactiveList</td>
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<p>List of inactive draw calls. Only used at run-time in order to avoid object creation/destruction. </p>

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<p>Whether the draw call is currently using a clipped shader. </p>

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<p>Texture used by the material. </p>

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<p>Render queue used by the draw call. </p>

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<p>Shader used by the material. </p>

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<p>Shadow casting method. </p>

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<p>Renderer's sorting layer name, used with the Unity's 2D system. </p>

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<p>Renderer's sorting order, to be used with Unity's 2D system. </p>

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<p>The number of triangles in this draw call. </p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li>D:/WorkDir/Unity3D_Work/taidou_arpg/Assets/NGUI/Scripts/Internal/UIDrawCall.cs</li>
</ul>
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